Tyrakor -
Last updated 02/05/2004
Level: 7 Hit points: 84 / 84 Armor Class: 1 Character Race: Human Character Class: Cleric (Hand of Tyr) Character Alignment: Lawful Good Deity: Tyr Age: 33 Sex: M Height: 6’ 6" Weight: 231 Hair: Auburn Eyes: Blue |
General Description:
‘Kor’ is a powerfully built human, tall with broad shoulders. He wears full plate armor (white) with white and gold tabards. At the center is gold symbol of Tyr. Two war hammers hang from his belt, and he is often wearing a full helm. The image is one of someone who is pure, invincible and unstoppable. His mannerism is one of a very deliberate nature. His stride is long, and while he is a patient man, when his mind made up, there is no delay in any action required.
Weapon Proficiencies
War Hammer - proficient
Two weapon fighting style - specialized (Penalty 0,-2)
Non - Weapon Proficiencies
Healing
Herbalism
Law
Religion
Tracking
Modern Language - Dwarf
Modern Language - Elf
Languages:
Common, Elven, Dwarven
CLASS ABILITIES:
Hand of Tyr
Detect evil - By doing no other actions, allows a cleric to scan for evil down a 10 foot wide and 60 foot long path. One direction may be checked per round.
Followers - Allows followers after building a stronghold and becoming name level.
Turn undead - Allows the cleric to turn undead.
Hit point bonus - d10 is used as Hit Point die.
Minor Spheres of Magic - Summoning, Time, War, Wards, Weather
Major Spheres of Magic - All, Combat, Divination, Guardian, Healing, Law, Necromantic, Protection, Thought, Travelers
Bonus spell from Law Sphere 1 per casting level
Level 1: Cast Command 1/Day
Level 3: Cast Command 1/Day, Spiritual Hammer 1/Day
Level 5: Command 2/Day, Spiritual Hammer 1/Day, Cast Dictate 1/Day
Level 7: Command 2/Day, Spiritual Hammer 2/Day, Dictate 2/Day, and choice (Compulsive Order or Defensive Harmony 1/Day)
Level 9: Choice (Accelerate Healing, Cure Blindness or Deafness, Cure Disease 1/Day)
Level 11: Choice (Champion's Strength, Impeding Permission 1/Day)
Level 13: Choice (Accelerate Healing, Cure Blindness or Deafness, Cure Disease, Remove Curse 2/Day)
Level 15: Choice (Command Monster, Forbiddance, Legal Thoughts 1/Day)
Level 17: Choice (Accelerate Healing, Cure Blindness or Deafness, Cure Disease, Dictate, Remove Curse 3/Day)
Turning Undead - Level 7
Skeleton or 1 HD: |
D |
Wight or 5 HD: |
4 |
Mummy or 7 HD: |
13 |
Ghost or 10 HD: |
20 |
|
Zombie: |
D |
Ghast: |
7 |
Spectre or 8 HD: |
16 |
Lich or 11+ HD: |
- |
|
Ghoul or 2 HD: |
T |
Wraith or 6 HD: |
10 |
Vampire or 9 HD: |
19 |
Special: |
- |
|
Shadow or 3-4 HD: |
T |
|
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# = Roll # or greater on a 1d20 to turn 2d6 undead. |
D = Automatically destroys 2d6 undead. |
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T = Automatically turns 2d6 undead. |
D* = Automatically destroys 2d6+2d4 undead. |
Memorized spells:
MEMORIZED SPELLS |
Bonus 2/2/1/- |
Priest 3/3/2/1/0/0/0 Total 5/5/3/1/0/0/0 |
Equipment & Possessions |
Location |
White Full Plate Mail +2 (Currently non magical, arm piece severed) |
Worn |
Ring of Animal Friendship |
Worn |
Gloves of Missile Snaring |
Worn |
Full Helm (of Fortitude) |
Worn on Carried |
White and Gold Tabard |
Worn |
Master Crafted War Hammer - Green |
Worn on Left Hip |
Master Crafted War Hammer - Orange |
Worn on Right Hip |
War Hammer - 3 |
|
Pouch Belt (lg) (x2) |
Worn on Belt |
Belt pouch #1: Glass bottle, Holy item, Mess Kit, Oil of Impact, Sewing needle, Soap |
|
Belt Pouch 2: |
|
Spell Components |
Belt Pouch #1 |
Coins, Gems |
Belt Pouch #2 |
Leather Boots (riding) |
Worn when not in armor |
Backpack: Red Crystal, Oil of Impact, Candles (5), Torches, Flint & Steel, Chalk (2), Scroll Case (2), Parchment (10), Waterskin, Ink (vial), Quill, Small Metal Mirror |
Worn on Back |
Fire Giant Teeth (12), 3 vials of Fire Giant Blood, Fire Giant Hair, Fire Giant finger nails |
|
Wineskin |
|
|
|
|
|
|
|
Monetary Treasure:
Platinum |
6 |
Gold |
1 |
Silver |
33 |
Electrum |
33 |
Copper |
33 |
Gems |
|
Magic items:
Scroll: CMW (x3)
Gloves of Missile Snaring
Helm of Fortitude (+3 on saves)
Oil of Impact (4 uses)
Ring of Animal Friendship - Nature's Friend (17 charges)
Red Crystal - Wall of Fire
Animal Companions:
Light Riding Horse
Friends/Allies
‘Kor’ usually works alone. His best and truest ally is Tyr himself. He will ally himself with those of LG purpose, and he will take on the cause of the weak and oppressed whenever the opportunity arises.
Background:
Born "Rakiran Moussel" over 30 years ago, Tyrakor spent his youth as a ward of the temple Tyr, abandoned by his parents when he was just 3 weeks old. The priests of the temple took him in and raised him as their own child. At the age of 15, Tyrakor took the vows of the priesthood, and began to travel to the various temples around the Faerun. One of Tyrakor’s special talents was the ability to organize and lead evangelistic events, and so he was in demand by the various temples of Tyr all year round. For almost 15 years he traveled the Faerun, from the High Forest to Cormyr and even to the realms of the Red Wizards. Leading new converts to Tyr was his joy, and he was more than glad to give back to the god who provided for him.
One day, while traveling through the southern edge of the great desert, a great sandstorm arose. When it had cleared, Tyrakor found that he was alone. Knowing that Tyr would not abandon him, he began to walk north, further into the desert. His faith was justified. Not more than 30 minutes of walking brought him to one of the very rare oasis’ of the Anauroch. Kneeling down to drink from the pool of water, Tyrakor saw a reflection. It was of himself, but he was not arrayed as a simple priest any longer &ldots; the image he saw was that of a warrior. A Hand of Tyr.
Taking the image he saw as a sign, he immediately began to pray, asking Tyr to prepare him for the tasks that would be placed before him. As he prayed, yet another sand storm arose. This time, when it cleared, Tyrakor was no longer in the desert, but was in Cormyr. Seeking out the main temple to Tyr, Tyrakor embarked on his new career, training and learning to become a Hand of Tyr. Once prepared, he began his career (now calling himself "Tyrakor") by tracking down several fugitives that were captured during the war with the dragon. The first quarry was a barbarian shaman. The shaman proved to be no match for Tyrakor’s physical strength, and he was apprehended quickly. Over the next 2 years, Tyrakor tracked down wizards, ogres, evil priests, and several rogues. Each time his physical prowess proved to be the undoing of his quarry. As a reward for his dedication and service, the temple of Tyr in Cormyr presented Tyrakor with two war hammers. Each hammer hums when wielded. One glows with a faith greenish light, the other faintly orange. The hammers were presented to ‘Kor’ by the high priest of the temple, as he was commissioned to track down his most dangerous quarry yet. A fire giant, one responsible for great destruction in the Dales.
That was 2 days ago. ‘Kor’ has been following the trail of destruction, and has now just arrived in the "Village of Fire."
Special Notes:
Major Domains: All, Combat, Divination, Healing, Guardian, Law, Necromantic, Protection, Thought, Travelers
Minor Domains: Summoning, War, Wards
Specialty Priest Granted Powers:
Consecrated Weapon - priest may consecrate a pair of warhammers. In his hands, they have +1 to Att. and Dam. They are not magical. If hammers are lost, new hammers may be consecrated (1/week per pair.) Only one set of consecrated hammers may be possessed.